These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Upcoming Feature and Change Feedback Center

 
  • Topic is locked indefinitely.
 

[December] Module Tiericide – Shield Rechargers and Others

First post First post
Author
Elizabeth Norn
Nornir Research
Nornir Empire
#61 - 2015-06-22 12:56:52 UTC
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#62 - 2015-06-22 13:23:36 UTC
On option that has not been brought up to make the shield recharge mod worth while is an across the board decrease in shield recharge rate. Nuke the recharge rate of every ship by 75% and then give the mod a hefty bonus to make it an actual choice.

This would also make it more about choice buffer, burst, sustained, or passive.
Terra Chrall
Doomheim
#63 - 2015-06-22 15:15:39 UTC
Fredric Wolf wrote:
On option that has not been brought up to make the shield recharge mod worth while is an across the board decrease in shield recharge rate. Nuke the recharge rate of every ship by 75% and then give the mod a hefty bonus to make it an actual choice.

This would also make it more about choice buffer, burst, sustained, or passive.

So nerf every ship in the game severely, then offer a "choice" to get back what you had already? Do you hate passive shield ships or something? This makes no sense.
Terra Chrall
Doomheim
#64 - 2015-06-22 15:33:06 UTC
Looking over the spreadsheets I think the changes to flux coils is a step in the right direction though they could use a little more love for the loss HP. Perhaps split the penalty to half the current HP loss and add a small sig penalty.

As for the rechargers, I think you should consider greatly reducing the fitting costs so that they are an easy fit on anything module, with the penalty being you are giving up a mid-slot for a weak module.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#65 - 2015-06-22 16:39:03 UTC
Terra Chrall wrote:
Fredric Wolf wrote:
On option that has not been brought up to make the shield recharge mod worth while is an across the board decrease in shield recharge rate. Nuke the recharge rate of every ship by 75% and then give the mod a hefty bonus to make it an actual choice.

This would also make it more about choice buffer, burst, sustained, or passive.

So nerf every ship in the game severely, then offer a "choice" to get back what you had already? Do you hate passive shield ships or something? This makes no sense.


I do not hate them at all but that is they only way to make this module work. Anything you add to a shield tank boost all 4 areas of its tank. Armor does not work the same way. I think giving up your base recharge and then being able to choose to make your ship have a higher recharge would be a better game dynamic then just having a high recharge rate
Terra Chrall
Doomheim
#66 - 2015-06-22 20:15:14 UTC
Fredric Wolf wrote:
Terra Chrall wrote:
Fredric Wolf wrote:
On option that has not been brought up to make the shield recharge mod worth while is an across the board decrease in shield recharge rate. Nuke the recharge rate of every ship by 75% and then give the mod a hefty bonus to make it an actual choice.

This would also make it more about choice buffer, burst, sustained, or passive.

So nerf every ship in the game severely, then offer a "choice" to get back what you had already? Do you hate passive shield ships or something? This makes no sense.


I do not hate them at all but that is they only way to make this module work. Anything you add to a shield tank boost all 4 areas of its tank. Armor does not work the same way. I think giving up your base recharge and then being able to choose to make your ship have a higher recharge would be a better game dynamic then just having a high recharge rate

I think if you needed to go to that level of change, i.e. touching every ship, you might as well get rid of the module and pretend it never existed.

I understand what you meant though. And choices are always good to have. But I think 2 steps back and 1 forward, in order to give more choices and less overall performance would not be well received by players. It would upset the current balance, so while I give you credit for an interesting redesign, I fear, to get it right would be overly complex.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#67 - 2015-06-23 00:09:15 UTC
Fredric Wolf wrote:
On option that has not been brought up to make the shield recharge mod worth while is an across the board decrease in shield recharge rate. Nuke the recharge rate of every ship by 75% and then give the mod a hefty bonus to make it an actual choice.

This would also make it more about choice buffer, burst, sustained, or passive.


Er. Are you nuts?

People require a reasonable passive rate of recharge on their shields if they are, eg, doing missions or especially incursions. With almost no recharge rate at all, in order to recover your buffer you would need logi.

Now, i'm just going to assume you have no idea how PVP works, based on the stupidity of the above idea, so bear with me while I lay out a few scenarios where the current recharge rate is fine and the current non-modified passive tank of a ship with no SPR's or flux coils or shield rechargers is fine.

Scenario 1: shield buffer frigates.
Sure, if you brawl one on one, you are basically playing a game of DPS vs EHP. But people fit buffer shield to kiting ships, eg, 10MN Worm, LSE Svipuls, etc, where you are dipping in and out of the fight and relying on your buffer to recover within a minute or two instead of within 5 or 10 minutes.

Scenario 2: shield buffer EWAR ships
Yeah, yeah, most EWAR cruisers have armour tanks because midslots used for EWAR, but in shield fleets you do sometimes run shield Celestis with buffer tanks and 2 damps, or shield curses. These shis work at range, and typically cop drone DPS, and can and often do leave field periodically. If we take your proposal, their buffer would never recover, which means they get drven off field permanently. Currently, they can take a warp in and out and have most of their buffer back before they re-engage.

Scenario 3: armour ships, anywhere
Shield buffer is an important part of armour tanking. Even if it's only a few thousand hitpoints, it's still buffer. If your battleship takes 30 minutes to recharge it's shields, that's bad.

So you would propose removing viable options for mobile warfare from the game just to save a bunch of unused or lightly used niche modules from copping the nerf/delete hammer. You'd relegate shield harpy fleets to the dustbin just to make the flux coil look good? That's cart before donkey thinking.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#68 - 2015-06-23 14:20:56 UTC  |  Edited by: Fredric Wolf
Er. Are you nuts?

People require a reasonable passive rate of recharge on their shields if they are, eg, doing missions or especially incursions. With almost no recharge rate at all, in order to recover your buffer you would need logi.

Now, i'm just going to assume you have no idea how PVP works, based on the stupidity of the above idea, so bear with me while I lay out a few scenarios where the current recharge rate is fine and the current non-modified passive tank of a ship with no SPR's or flux coils or shield rechargers is fine.

Scenario 1: shield buffer frigates.
Sure, if you brawl one on one, you are basically playing a game of DPS vs EHP. But people fit buffer shield to kiting ships, eg, 10MN Worm, LSE Svipuls, etc, where you are dipping in and out of the fight and relying on your buffer to recover within a minute or two instead of within 5 or 10 minutes.

Scenario 2: shield buffer EWAR ships
Yeah, yeah, most EWAR cruisers have armour tanks because midslots used for EWAR, but in shield fleets you do sometimes run shield Celestis with buffer tanks and 2 damps, or shield curses. These shis work at range, and typically cop drone DPS, and can and often do leave field periodically. If we take your proposal, their buffer would never recover, which means they get drven off field permanently. Currently, they can take a warp in and out and have most of their buffer back before they re-engage.

Scenario 3: armour ships, anywhere
Shield buffer is an important part of armour tanking. Even if it's only a few thousand hitpoints, it's still buffer. If your battleship takes 30 minutes to recharge it's shields, that's bad.

So you would propose removing viable options for mobile warfare from the game just to save a bunch of unused or lightly used niche modules from copping the nerf/delete hammer. You'd relegate shield harpy fleets to the dustbin just to make the flux coil look good? That's cart before donkey thinking.[/quote]

You should have read the rest of the post before you posted this. Also in all your scenarios you have no logi on the field? Have you ever PVP'd logi is important just like everything else. But lets move on from that right now. Shield buffer is nice and recharge is nice but it is not this magical need like you are making it out to be. If it did not recharge at its current rate there are ways to work around it. I never said it was a good idea I said that is the only way to make these mods viable in any way. TBH the best solution to these mods is to remove them from game or a dynamic change (Shield Recharges and Shield Flux Coil) in every situation there is a better mod to fit every time.

Edit: Also do not even bring up incursion fits. These ships are so paper tanked to squeeze out that extra 1 dps its silly they could tank just fine but their precious isk/h would go down a little so how dare anyone touch that.

2nd Edit: I understand what you are saying. Like i said in a post above this these mods are just bad all around. One thing that might make more sense and I know you are going to be against it also is to decouple shield recharge bonuses from shield extenders and core field extender rigs. when you add these you get both buffer and shield recharge bonuses when adding these.
James Baboli
Warp to Pharmacy
#69 - 2015-06-23 14:32:12 UTC
Trinkets friend wrote:


Er. Are you nuts?

People require a reasonable passive rate of recharge on their shields if they are, eg, doing missions or especially incursions. With almost no recharge rate at all, in order to recover your buffer you would need logi.
.


The incursions and missions statements are fallacious. Incursions already have logi, and armor shouldn't be relying on shield HP for anything. I say this as someone who has FC'd in both armor and shield fleets.

As for missions, if your armor setup relies on shield buffer, just hit that little "dock" button each time you finish a mission.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#70 - 2015-06-23 14:38:17 UTC
Fredric Wolf wrote:

Edit: Also do not even bring up incursion fits. These ships are so paper tanked to squeeze out that extra 1 dps its silly they could tank just fine but their precious isk/h would go down a little so how dare anyone touch that.


Aside from shiny VG communities, everyone in highsec. flies with 20-100% more buffer than is actually needed by the sites and 120-300% the number of reps needed with the boosters.


Back to the topic: Without a massive boost to passive tanking, these mods are pretty well sunk in my books. More buffer is almost always more helpful than any of the pure recharge time mods, and so unless you have slots but not CPU, it's usually going to be PDSes for the buffer, recharge, and ability to fit more and/or bigger extenders.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

elitatwo
Zansha Expansion
#71 - 2015-06-23 15:20:26 UTC
Now that I took the time to skip over the sheets I am concerned about the choices for shield rechargers since barbariens never contributed anything to the society they shouldn't be coming from them - shield tech is Caldari.

Please reconsider the introduction of COSMOS items. Currently the rule is that you can make all COSMOS missions only once per character - zee end.
So make it faction Caldari Navy or Dread Gursistas.

And as my fellow poster before me have stated, you can just remove shield flux coils from the game.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Alexis Nightwish
#72 - 2015-06-23 18:13:20 UTC
elitatwo wrote:
Now that I took the time to skip over the sheets I am concerned about the choices for shield rechargers since barbariens never contributed anything to the society they shouldn't be coming from them - shield tech is Caldari.

Please reconsider the introduction of COSMOS items. Currently the rule is that you can make all COSMOS missions only once per character - zee end.
So make it faction Caldari Navy or Dread Gursistas.

And as my fellow poster before me have stated, you can just remove shield flux coils from the game.

Sleeper caches can drop COSMOS BPCs.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#73 - 2015-06-23 20:24:15 UTC
James Baboli wrote:
Back to the topic: Without a massive boost to passive tanking, these mods are pretty well sunk in my books. More buffer is almost always more helpful than any of the pure recharge time mods, and so unless you have slots but not CPU, it's usually going to be PDSes for the buffer, recharge, and ability to fit more and/or bigger extenders.

At what point should rechargers overtake buffer mods?
elitatwo
Zansha Expansion
#74 - 2015-06-23 21:31:13 UTC
Alexis Nightwish wrote:
...Sleeper caches can drop COSMOS BPCs.


Oh! I thought they only drop those warp implants or polarized gun copies that nobody wants.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Enya Sparhawk
Black Tea and Talons
#75 - 2015-06-23 21:43:29 UTC  |  Edited by: Enya Sparhawk
Victor Emmanuel wrote:


Altrue wrote:
Shield rechargers

Suggestion: What about a module that modifies the curve of shield regeneration to have the optimal regeneration start earlier and last longer? That would definitely be a nice addition to Shield Flux Coils or Shield Rechargers.



An active shield recharge module that when activated reduces shield hitpoints by a certain percentage in order to increase the peak shield recharge from aproximately one third of shield hitpoints (adjusted by the new loss) to say two thirds (fortified by the tactical shield manipulation skill slowing the loss of the peak recharge after getting below 2/3; normal loss at 1/3 shield?).

That would be definitely useful. Stacking would only hinder you (loss of more shield hitpoints without giving you anymore of a bonus) but would compliment modules that affect the overall shield recharge rates.

Losing actual shield hitpoints would be enough of a hindrance over a cap draining module (or split the difference over both overalls) but would definitely bolster more passive fleets...

Nothing being active, so you wouldn't be draining anything, going into a fight knowing exactly what you have with some certainty of having a defence over neuts at a loss to overall stats when active...

Key words being "shield fortifications" or "layering" (bringing your shields in closer to your ship in order for them to naturally patch up the holes faster without the expenditure of energy; shield efficiency)
Passive means planning, so you wouldn't be using something like this a shield booster...

Of course, shield boosters would definitely compliment this module...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

CCP Terminus
C C P
C C P Alliance
#76 - 2015-06-24 13:55:47 UTC
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.

Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.

@CCP_Terminus // Game Designer // Team Size Matters

Vincent Athena
Photosynth
#77 - 2015-06-24 14:42:05 UTC
CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.

Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.

Yes, they are used in passive recharge tanks. But their use is very sparse. Usually extenders give more recharge, until you stack a few of them up. After that, invuls provide more DPS tanking, until you stack up several of those. Only then are rechargers worth using. Just a few ships have sufficient mids to get to this point. Hence, rechargers are little used.

Know a Frozen fan? Check this out

Frozen fanfiction

Omnathious Deninard
University of Caille
Gallente Federation
#78 - 2015-06-24 14:51:02 UTC
CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.

Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.

I would look at shield rechargers as a passive equivalent to a shield booster, apply stacking penalties as needed.

If you don't follow the rules, neither will I.

James Baboli
Warp to Pharmacy
#79 - 2015-06-24 15:02:01 UTC
Tyberius Franklin wrote:
James Baboli wrote:
Back to the topic: Without a massive boost to passive tanking, these mods are pretty well sunk in my books. More buffer is almost always more helpful than any of the pure recharge time mods, and so unless you have slots but not CPU, it's usually going to be PDSes for the buffer, recharge, and ability to fit more and/or bigger extenders.

At what point should rechargers overtake buffer mods?


IMO,after the 2nd extender, it should be 1 recharge then another extender then 2 recharge in order of most effect per slot for passive tank.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Zimmer
Republic University
Minmatar Republic
#80 - 2015-06-24 15:12:33 UTC
CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.

Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.


Interesting, thanks for the follow up! In partial disbelief, I went and did some quick fitting testing, and I feel stupid now. Shield rechargers on a rattlesnake lead to better tank than shield extenders, and that remains true when I slap on shield powr relays and field purgers. The best tanks I could produce used a combination of shield rechargers, extenders and resist mods, so I'd say you're right on the money when it comes to shield rechargers; they are very valid for PvE. That said, passive tanking is pretty rare and I wouldn't mind a % point or two added to passive tanking modules, especially when they compete with ASBs for capless tanking. If that goes beyond the purpose of tiericide, I understand that too.

When it comes to shield flux coils, the issue is in the nature of passive tanking. People don't passive tank because it's better than active tanking; it's not. They passive tank when the are doing something solo, or in pairs (as opposed to larger groups, which will remote rep) and expect to be nueted hard. They don't expect to have any cap anyway, so why not give it up for better shield regen? Something that continues to matter is sig, so maybe flux coils that help reduce shield based sig increases would make it worth it to throw 1 or 2 of these on with your other modules. Even then, I think it will be an uphill battle when they compete with a stronger tank, especially when that ship is likely to be dead in the water, capped out, prop mod off, and not moving fast enough to avoid much damage anyway.

Hopefully that gives you a little more perspective as you try to figure out what to do with them. Thanks again!